Renard Ruche
SOC-12
Thanks Ty and everyone else....think I might use this formula to bring armor to my LBB2 designs
not quite. in HG2 a factor 9 weapon that hits an armor 15 fighter (<100 dtons) will do two critical hits.It also breaks the HG combat system, since clouds of ultra-high armored fighters must be engaged one at a time by spinal weapons to be destroyed.
not quite. in HG2 a factor 9 weapon that hits an armor 15 fighter (<100 dtons) will do two critical hits.It also breaks the HG combat system, since clouds of ultra-high armored fighters must be engaged one at a time by spinal weapons to be destroyed.
not quite. in HG2 a factor 9 weapon that hits an armor 15 fighter (<100 dtons) will do two critical hits. </font>[/QUOTE]You're correct. A factor-9 weapon will inflict 9-(15/2) = 2 critical hits if it hits the fighter. A factor-8 weapon will inflict 1 critical hit.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />It also breaks the HG combat system, since clouds of ultra-high armored fighters must be engaged one at a time by spinal weapons to be destroyed.
not quite. in HG2 a factor 9 weapon that hits an armor 15 fighter (<100 dtons) will do two critical hits. </font>[/QUOTE]You're correct. A factor-9 weapon will inflict 9-(15/2) = 2 critical hits if it hits the fighter. A factor-8 weapon will inflict 1 critical hit.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />It also breaks the HG combat system, since clouds of ultra-high armored fighters must be engaged one at a time by spinal weapons to be destroyed.
Yep, I'd re-scale the formula if I used a "small ship" universe.Originally posted by Imix:
Here is a thread on the same topic from a while back that addresses the same issue.
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000472;p=1
I went through the same process, and created a simple formula that easily approximates the required armor tonnage.
The required hull tonnage in my system are different, because instead of basing my formulas around the 100k tonnage like tbeard1999, I started with the assumption that the 1k tonnage values are correct.
Of course neither approach is wrong, but they do differ in focus. I personally like the small-ship (or at least smallish) universe, and wanted to keep armor a viable option for smaller ships. Also, there are no 500kTon behemoths IMTU.
Enjoy,
Imix
Yep, I'd re-scale the formula if I used a "small ship" universe.Originally posted by Imix:
Here is a thread on the same topic from a while back that addresses the same issue.
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000472;p=1
I went through the same process, and created a simple formula that easily approximates the required armor tonnage.
The required hull tonnage in my system are different, because instead of basing my formulas around the 100k tonnage like tbeard1999, I started with the assumption that the 1k tonnage values are correct.
Of course neither approach is wrong, but they do differ in focus. I personally like the small-ship (or at least smallish) universe, and wanted to keep armor a viable option for smaller ships. Also, there are no 500kTon behemoths IMTU.
Enjoy,
Imix
I don't know, 20 points of High Guard armor on a 20 ton fighter sounds pretty formidable to me.Originally posted by Icosahedron:
I stumbled across the same problem 20 years ago. I didn't bother with a formula, I just decided that you could add as much armour as you wanted, but armour factor could never exceed Tonnage. It kept armour off fighters if nothing else.
it is. but that's not a problem with the armor system - by the time a weapon stands a reasonable chance of hitting a fighter, it's achieving critical hits.This seems like a lot of firepower necessary to get a single shot (which may miss) at an enemy fighter.
it is. but that's not a problem with the armor system - by the time a weapon stands a reasonable chance of hitting a fighter, it's achieving critical hits.This seems like a lot of firepower necessary to get a single shot (which may miss) at an enemy fighter.
it is. but that's not a problem with the armor system - by the time a weapon stands a reasonable chance of hitting a fighter, it's achieving critical hits.</font>[/QUOTE]I think that it *is* a problem with the armor system because the armor system allows a *fighter* to be so well-protected that only comparatively huge concentrations of firepower can stop it.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />This seems like a lot of firepower necessary to get a single shot (which may miss) at an enemy fighter.
Or, you could simply eliminate the glitch in the design system that causes the problem with fighters in the first place. This seems to me to be less complex than your suggestions (although they sound interesting for giving more texture to fighters), and it also results in a more accurate design system.HG2 is just hinky at the fighter level. probably ought to get rid of the -2 size modifier and add a third HG2 range, contact, where laser and energy weapons get +1 to hit and missiles are at -2. this would allow fighters occasionally to hit each other with cinematic weapons - on 12+ - and would mean that personal skills such as pilot and gunnery would become extremely significant in such engagements. this would make fighter activity much more gameable. [/QB]
it is. but that's not a problem with the armor system - by the time a weapon stands a reasonable chance of hitting a fighter, it's achieving critical hits.</font>[/QUOTE]I think that it *is* a problem with the armor system because the armor system allows a *fighter* to be so well-protected that only comparatively huge concentrations of firepower can stop it.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />This seems like a lot of firepower necessary to get a single shot (which may miss) at an enemy fighter.
Or, you could simply eliminate the glitch in the design system that causes the problem with fighters in the first place. This seems to me to be less complex than your suggestions (although they sound interesting for giving more texture to fighters), and it also results in a more accurate design system.HG2 is just hinky at the fighter level. probably ought to get rid of the -2 size modifier and add a third HG2 range, contact, where laser and energy weapons get +1 to hit and missiles are at -2. this would allow fighters occasionally to hit each other with cinematic weapons - on 12+ - and would mean that personal skills such as pilot and gunnery would become extremely significant in such engagements. this would make fighter activity much more gameable. [/QB]